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Everything posted by mr.peanut
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Making your solder start with item upon respawn?
mr.peanut replied to JoeDeath's topic in ARMA - MISSION EDITING & SCRIPTING
You need a script that rearms the player. In unit's init: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul = this execVM "rearm.sqf" rearm.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">if (player == _this) then {  while {TRUE} do  {    waitUntil (not alive player);    sleep 1;    waitUntil (alive player);    add your weapons here;  }; }; (Code is untested. I think the infinite while do loop limitations have been fixed in ArmA) -
My guess is the following. WPs are local. This means that any WP for AI are on the server, ded or non-ded. The WP for your player group, are local to each client, but the heli WP is local to the server, so synchronising them does not work. This is, of course, complete supposition on my part and I await flaming for my ignorance. Try the following and tell me what happens. Add another player slot that is in a separate group. Play the mission on the ded server and choose this slot, leaving all the other slots as AI. See if the helicopter actually lands. It is a good idea to put a Condition in the WP following the heli's unload WP like: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in crew myHeli && alive _x} count units myGroup) < 1 to prevent the heli from moving on until all crew have gotten off. Might be missing a parenthesis or two...
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But will this work using a gl and helipad spawned ingame? If I setPos a helipad specifying only horizontal coords, will it stick to the roof of the building? I guess it is testing time. Is there debugging tool for ArmA similar to the ECP spectate mode?
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Mando Music
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<s>For what I was suggesting, the WP would be an ordinary one, so that the flyInHeight would happen, and the condition for the following WP would keep the heli from moving on until the group had dismounted.</s> <s>I agree the flyInHeight is not the best way, but if the LZ is safely away from obstacles it is the easiest. Better still is to make a WP two before the LZ with speed limited with a flyInHeight around 25-30m, and one right by the LZ with the flyInHeight of 1.5. The LZ WP can then be a type "LOAD CARGO" synched with the group's "GET IN".</s> The WP following the heli unload, no matter which way is used, should still have a condition similar to that I have given. I am not familiar with any of the new WP types with ArmA and there are certainly more robust ways to ensure proper helicopter behaviour. Actually, if I would probably use something like Mandoble's  MandoAir at <a href="www.ofpec.com" target="_blank">OFPEC</a>(shameless plug) to execute fine helicopter control the next time I had to do so. It is written for OFP but I think it should be ArmA compatible (except for any particle effects).
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<s>The correction to my suggestion: (count crew heli) < x will work, is simple, and is a good way. Â The flyInHeight forces the heli down at the waypoint, and the crew count condition will lock the waypoint following until the condition is satisfied. There are two caveats:</s> 1) The helicopter land waypoint must have enough clear area around it. 2) You must come up with a satisfactory condition for the following waypoint. In hindsight a better condition would be: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in crew myHeli} count units myGroupName) == 0 or <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">({_x in crew myHeli} count myUnitArray) == 0 Finally, all the pissing contests in this thread are an immature ego fueled waste of time and of no help to anybody, especially the person asking for help. Grow up children. Go to OFPEC instead where you can get good advice with none of the attitude, fer chrissakes...
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Has anyone else had trouble getting the mist logic to work? I have tried placing it everywhere(low altitude, near on on water) but I see no effect.
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Well, you could search these forums for spawn or go to OFPEC and look in the Scripts Section of their temporary Ed Depot here. That will give you an idea of how to proceed.
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So what the hell is the difference between execVM and spawn?
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I presume players are in the heli cargo? Add the following code to the On Activation of the LZ WP. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">myHeli flyInheight 2 <s>In the Condition for the heli's next WP put: (count crew myHeli) < 1 Edit: or < 2 if you also have a gunner.</s>
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Funny, my x850xt does not seem to suffer from handle leaks. I have the second most recent drivers. Most of the fixes are for their more recent cards. ATI cards also were slightly buggy with OFP(textures jerking at extreme angles). What more can you say about a company that sets their default fan speeds so low their cards overheat? And what is up with the bleached out custom faces when in jpg format? That is just plain bizarre.
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Create a condition with "nearObjects" ?
mr.peanut replied to snkman's topic in ARMA - MISSION EDITING & SCRIPTING
There is no way to create a trigger condition the way you want using nearObjects and checking for object damage. I would suggest a trigger of 100m radius that is scripted to follow the player. Set trigger to enemy side present repeatedly with condition: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">{_x isKindOf "Tank" && damage _x < 1} forEach thisList Suppose you have named the trigger myTrigger Then either in your init.sqs or player init put the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nul = [player,myTrigger] execVM "triggerfollow.sqf" triggerfollow.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit = _this select 0; _trigger = _this select 1; while {TRUE} do { _trigger setPos (getPos _unit); sleep 2; }; -
Any AI or a specific AI? how about: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">(count crew myShilka) > 0
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As johnnyboy says above, you need string manipulations to script anything that depends on animation names. My own binotarget uses the string functions to detect if a player is holding binoculars or not.
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Telephone Poles (SloupyEle.p3d)
mr.peanut replied to Nutty_101's topic in ARMA - MISSION EDITING & SCRIPTING
Use a trigger that checks the damage of the pole. If there are many poles, then write a script instead to loop through the poles checking the damage. Add actions to gamelogics set to the poles' positions. -
unpbo one of the official dm missions
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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">?grp1 speedmode == "FULL" : hint "FULL" You drop an equals sign.
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A guy called dutchboy wrote some scripts that did this. Can't find them now, for the life of me.
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Try AI Take Cover at OFPEC.
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Repeating an exact chopper landing possible ?
mr.peanut replied to Smoked's topic in OFP : MISSION EDITING & SCRIPTING
Try Mando Air on the OFPEC OFP BetaBoard here and check out mandoheliroute.sqs: No range limit for helicopter moves, landing just where you want, no need of helipads anymore. -
I thought there was still a bug that prevented boats from entering shallow water, to be fixed in 1.07.
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Go to the OFPEC Editors Depot Scripts section  here and look for Car Bomb - Speed Activated. Make sure you update the type of explosive to the ArmA name.
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I am curious if anyone has examined the behaviour of particles in MP, when the particle source is created using createVehicle.  This must mean that all particle setting commands broadcast in MP? If this is the case, could a large amount of particle effects cause network lag? I would presume that particle effects should be executed locally, from sources created using createVehicleLocal, whenever possible? Secondly, I have heard rumours that the drop command in ArmA works in MP. Is this true? If true does this mean that  the drop command in ArmA is a wrapper around the newer particle commands (that use createVehicle to create their sources)?
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Nogova virus? That would be for OFP not ArmA. Which ArmA mission are you then referring to?
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If you put that script in a waypoint type scripted then you have a good workaround.